Anyone got any thoughts on what map settings to use for the game?
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I would say that the mapsize and number of opponents shouldn't be too large, or we'll still be playing 3 years from now So IMHO it should probably be a regular map with 6 or so opponents. I don't care too much for terrain settings myself, default CtP2 settings are fine with me, but any others as well... Difficulty level either Deity or Emperor, depending on the mod, and Raging Hordes as Barbarians level (maybe one level lower). Doughnut map. What do others think?
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I favour a lot of land mass, Regular or Huge size, but a little ocean to do a some sailing too and give a few more options. Earth map to keep it kinda realistic. 7 opponents. These are my preferences for a full and exciting game.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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Reg/Huge map. Hard. 7 opponents.
We'll have to get official polls up this to decide at some point.
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Depends also a little bit on which mod we'll play.
Normally I prefer to have 'huge' maps, but that could be a sleeping pill for the beginning of the game, plus a length killer for the 'end' of the game (unless we will get crushed )
I think we should take like standard size.
Number of oponents:
Not sure, again which mod? Do we want to be more warmongers or to be more a peaceful nation?
For standard, around 6/7.
But we'll see
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Originally posted by Daftpanzer
Personally i think more civs to make things interesting.. more than 10! Plus maybe a custom map to play on, as ive found the ctp2 random generated maps to be pretty bad...
just my opinion
So that could be a huge problem and the number of needed reloads could be high.
So I go for an random generated map Large or Gigantic, I think the other two defaults are too small and the ultra gigantic one is too large. Ten players on both types of map I suggested could be interesting.
As we saw in the third tournerment island setting is too bad for the AIs so it should be something above islands, the other problem are the huge landmasses the more space the slower is the game. An island ultra gigantic map is something totally different (faster) then a pangea gigantic map. So it should be a map with early AI contact with a lot of AIs. So the higher the Civ number the more probable will this event be.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Whats wrong with a few more civs than 8, maybe 12-16?
I think its so cool to have lots of different cultures and all kinds of power struggles going on all over the world.
Also we need more civs especially if its a mega huge map - on a random map it wont be a problem to do...
What is the matter with you people are you all on p100 mhz that can only handle 3 civs without crashing?
On a gigmap whats the problem with waiting a few extra seconds at the end of each turn?
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I made a bunch of polls on the subject. I left difficulty and barbarian level out as that mostly depends on the mod and that poll is still running...
Number of Civs
Map Size
Map Type (Earth, Donut, Flat)
Bloodlust & Pollution
Humidity
Temperature
Land Mass
'Continentality'
Diversity
Good PresenceLast edited by Locutus; October 24, 2002, 17:35.
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spammerConcrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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